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If there's one point I'll concede is that those diagrams don't give you enough information from the shop window before you buy them. Why would Geralt be carrying around a sword that's even worse than something he could pick up off some random dead soldier? Or even a schematic from some blacksmith in a backwater village? Logically that witcher sword you start with should be one of the best weapons in game. It makes zero logical sense that you start out with a weak sword and then by the end of the game you are finding swords that do exponentially more damage to enemies simply because you happen to visit there last, even if that place happens to be some shitty swamp compared to the grand city you visited earlier in the game. The whole idea of equipment progression is an extremely gamey thing as it is, so getting hung up on the fact that he can't equip a weapon is ridiculous. In those games they forced you into specific locations at specific points in the plot, so you couldn't stumble upon the best weapons in the game at the very start. It's 100% your own fault if you destroyed your own gear before checking the details on what you were The first two games were not open world RPGs. They even make sure to put the level in bright red warning letters if you are not high enough. The game tells you the exact level you need to be to use the weapons or armor before you craft it btw. But it's a sacrifice that has to be made to create a proper sense of progression in an RPG.
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He does not start out knowing how to make the vast majority of the oils and potions in the game until you find or buy the recipe from some merchant, despite the fact that these things are used exclusively by witchers and in many cases are considered a trade secret. Does it make any sense that he suddenly learns how to whirl his blade around partway through this game when he can't at the start? (Or even without the skill equipped.) Or can suddenly parry arrows and reflect them back at archers with zero practice? No, it does not. The world is littered with upgrades that increase your effectiveness in various He starts out with the basic elements of a witcher, but he learns an incredible amount of new skills and abilities over the course of the game for a seasoned warrior. Finding the recipe for enhanced hanged man's venom so that you deal 25% extra damage to humans is a big deal. Upgrades to your potions, bombs, oils, and decoctions are also not tied to levels and doing so is effectively like increasing your stats.
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You can find free ability points throughout the world, which is more or less like getting a free level. Not all of the ways you increase your strength are even tied to levels.
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More levels with less sats wouldn't mean much, other than screwing with how gear progression works. The main purpose of leveling is to unlock new equipment to use, new skill slots and mutagen slots, and more ability points. Everything else is derived from your equipment, skills, and mutagens. Basically the only stat that increases simply from leveling is HP. You haven't played the game, so I won't blame you for not knowing this, but stat progression here isn't like most RPGs. That kind of progression would be completely out of place in a game like The Witcher. Loot and levels are pretty much everything there. It's the reason I still go back to do grayed out quests, despite getting effectively zero exp and more or less worthless Diablo is a COMPLETELY different style of "RPG". And even if you don't get any of that the side quests often provide interesting bits of story, which is far more important. You'll often find diagrams and more importantly, bomb, potion, oil, and decoction recipes. If you don't get a piece of gear you can use you'll almost certainly get something to sell. You never feel forced to clear out everything just to continue with the story.īesides, that side stuff absolutely gets you stuff that makes it worth the trouble. On the other hand, this also means you only have to do as much side stuff as you want. You still end up kind of overleveled by the end of the game, but it's not as bad as it could be. I hate it when games don't know how to balance level progression with side quests and you end up being way overleveled if you do anything but the story. If you got abundant exp from sidestuff then you would very very quickly outlevel the story content and it wouldn't be fun anymore. I'm kinda glad they did it this way honestly.